#include "const.h" #include "utils.h" #include "director.h" #include #include // Constructor Director::Director(std::string path) { // Crea el objeto que controla los ficheros de recursos mAsset = new Asset(path.substr(0, path.find_last_of("\\/")) + "../"); // Establece la lista de ficheros Uint8 section = PROG_SECTION_LOGO; if (!setFileList()) {// Si falta algún fichero no inicies el programa section = PROG_SECTION_QUIT; } // Crea el objeto de idioma mLang = new Lang(mAsset); // Crea el puntero a la estructura y carga el fichero de configuración mOptions = new options_t; loadConfigFile(); // Crea los objetos mInput = new Input(mAsset->get("controllerdb.txt")); // Inicializa SDL initSDL(); // Crea el objeto para dibujar en pantalla (Requiere initSDL) mScreen = new Screen(mWindow, mRenderer, mOptions); // Inicializa JailAudio initJailAudio(); // Aplica las opciones mLang->setLang(mOptions->language); // Inicializa el resto de variables init(section); } Director::~Director() { saveConfigFile(); delete mAsset; mAsset = nullptr; delete mInput; mInput = nullptr; delete mScreen; mScreen = nullptr; delete mLang; mLang = nullptr; delete mOptions; mOptions = nullptr; SDL_DestroyRenderer(mRenderer); SDL_DestroyWindow(mWindow); mRenderer = nullptr; mWindow = nullptr; SDL_Quit(); } // Inicia las variables necesarias para arrancar el programa void Director::init(Uint8 name) { // Sección mSection.name = name; mSection.subsection = 0; // Textos mLang->setLang(mOptions->language); // Controles mInput->bindKey(INPUT_UP, SDL_SCANCODE_UP); mInput->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); mInput->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); mInput->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Q); mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_W); mInput->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_E); mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); // PAUSE mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); // ESCAPE mInput->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); mInput->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); mInput->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); mInput->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); mInput->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); mInput->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X); mInput->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y); mInput->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); // PAUSE mInput->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); // ESCAPE } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicia el generador de numeros aleatorios std::srand(static_cast(SDL_GetTicks())); // Establece el filtro de la textura if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(mOptions->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, mOptions->screenWidth * mOptions->windowSize, mOptions->screenHeight * mOptions->windowSize, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (mWindow == nullptr) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (mOptions->vSync) mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED); if (mRenderer == nullptr) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(mRenderer, mOptions->screenWidth, mOptions->screenHeight); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros bool Director::setFileList() { // Ficheros binarios mAsset->add("data/score.bin", data, false); mAsset->add("data/demo.bin", data); mAsset->add("data/config.bin", data, false); // Musicas mAsset->add("media/music/intro.ogg", music); mAsset->add("media/music/playing.ogg", music); mAsset->add("media/music/title.ogg", music); // Sonidos mAsset->add("media/sound/balloon.wav", sound); mAsset->add("media/sound/bubble1.wav", sound); mAsset->add("media/sound/bubble2.wav", sound); mAsset->add("media/sound/bubble3.wav", sound); mAsset->add("media/sound/bubble4.wav", sound); mAsset->add("media/sound/bullet.wav", sound); mAsset->add("media/sound/coffeeout.wav", sound); mAsset->add("media/sound/hiscore.wav", sound); mAsset->add("media/sound/itemdrop.wav", sound); mAsset->add("media/sound/itempickup.wav", sound); mAsset->add("media/sound/menu_cancel.wav", sound); mAsset->add("media/sound/menu_move.wav", sound); mAsset->add("media/sound/menu_select.wav", sound); mAsset->add("media/sound/player_collision.wav", sound); mAsset->add("media/sound/stage_change.wav", sound); mAsset->add("media/sound/title.wav", sound); mAsset->add("media/sound/clock.wav", sound); mAsset->add("media/sound/powerball.wav", sound); // Texturas mAsset->add("media/gfx/balloon.png", bitmap); mAsset->add("media/gfx/bullet.png", bitmap); mAsset->add("media/gfx/game_bg.png", bitmap); mAsset->add("media/gfx/game_text.png", bitmap); mAsset->add("media/gfx/intro.png", bitmap); mAsset->add("media/gfx/items.png", bitmap); mAsset->add("media/gfx/logo.png", bitmap); mAsset->add("media/gfx/player1_body.png", bitmap); mAsset->add("media/gfx/player1_death.png", bitmap); mAsset->add("media/gfx/player1_legs.png", bitmap); mAsset->add("media/gfx/title.png", bitmap); mAsset->add("media/gfx/player1_head.png", bitmap); mAsset->add("media/gfx/player2_body.png", bitmap); mAsset->add("media/gfx/player2_death.png", bitmap); mAsset->add("media/gfx/player2_legs.png", bitmap); mAsset->add("media/gfx/player2_head.png", bitmap); // Fuentes mAsset->add("media/font/8bithud.png", font); mAsset->add("media/font/8bithud.txt", font); mAsset->add("media/font/nokia.png", font); mAsset->add("media/font/nokia_big2.png", font); mAsset->add("media/font/nokia.txt", font); mAsset->add("media/font/nokia2.png", font); mAsset->add("media/font/nokia2.txt", font); mAsset->add("media/font/nokia_big2.txt", font); mAsset->add("media/font/smb2_big.png", font); mAsset->add("media/font/smb2_big.txt", font); mAsset->add("media/font/smb2.png", font); mAsset->add("media/font/smb2.txt", font); // Textos mAsset->add("media/lang/es_ES.txt", lang); mAsset->add("media/lang/en_UK.txt", lang); mAsset->add("media/lang/ba_BA.txt", lang); // DATA mAsset->add("data/gamecontrollerdb.txt", data); return mAsset->check(); // Inicializa el vector /*for (int i = 0; i < MAX_FILE_LIST; i++) mFileList[i] = ""; // Ficheros binarios mFileList[0] = mExecutablePath + "/" + "../data/score.bin"; mFileList[1] = mExecutablePath + "/" + "../data/demo.bin"; mFileList[2] = mExecutablePath + "/" + "../data/config.bin"; // Musicas mFileList[3] = mExecutablePath + "/" + "../media/music/intro.ogg"; mFileList[4] = mExecutablePath + "/" + "../media/music/playing.ogg"; mFileList[5] = mExecutablePath + "/" + "../media/music/title.ogg"; // Sonidos mFileList[6] = mExecutablePath + "/" + "../media/sound/balloon.wav"; mFileList[7] = mExecutablePath + "/" + "../media/sound/bubble1.wav"; mFileList[8] = mExecutablePath + "/" + "../media/sound/bubble2.wav"; mFileList[9] = mExecutablePath + "/" + "../media/sound/bubble3.wav"; mFileList[10] = mExecutablePath + "/" + "../media/sound/bubble4.wav"; mFileList[11] = mExecutablePath + "/" + "../media/sound/bullet.wav"; mFileList[12] = mExecutablePath + "/" + "../media/sound/coffeeout.wav"; mFileList[13] = mExecutablePath + "/" + "../media/sound/hiscore.wav"; mFileList[14] = mExecutablePath + "/" + "../media/sound/itemdrop.wav"; mFileList[15] = mExecutablePath + "/" + "../media/sound/itempickup.wav"; mFileList[16] = mExecutablePath + "/" + "../media/sound/menu_cancel.wav"; mFileList[17] = mExecutablePath + "/" + "../media/sound/menu_move.wav"; mFileList[18] = mExecutablePath + "/" + "../media/sound/menu_select.wav"; mFileList[19] = mExecutablePath + "/" + "../media/sound/player_collision.wav"; mFileList[20] = mExecutablePath + "/" + "../media/sound/stage_change.wav"; mFileList[21] = mExecutablePath + "/" + "../media/sound/title.wav"; mFileList[22] = mExecutablePath + "/" + "../media/sound/clock.wav"; mFileList[23] = mExecutablePath + "/" + "../media/sound/powerball.wav"; // Texturas mFileList[24] = mExecutablePath + "/" + "../media/gfx/balloon.png"; mFileList[25] = mExecutablePath + "/" + "../media/gfx/bullet.png"; mFileList[31] = mExecutablePath + "/" + "../media/gfx/game_bg.png"; mFileList[32] = mExecutablePath + "/" + "../media/gfx/game_text.png"; mFileList[33] = mExecutablePath + "/" + "../media/gfx/intro.png"; mFileList[34] = mExecutablePath + "/" + "../media/gfx/items.png"; mFileList[35] = mExecutablePath + "/" + "../media/gfx/logo.png"; mFileList[37] = mExecutablePath + "/" + "../media/gfx/player1_body.png"; mFileList[38] = mExecutablePath + "/" + "../media/gfx/player1_death.png"; mFileList[39] = mExecutablePath + "/" + "../media/gfx/player1_legs.png"; mFileList[40] = mExecutablePath + "/" + "../media/gfx/title.png"; mFileList[41] = mExecutablePath + "/" + "../media/gfx/player1_head.png"; mFileList[42] = mExecutablePath + "/" + "../media/gfx/player2_body.png"; mFileList[43] = mExecutablePath + "/" + "../media/gfx/player2_death.png"; mFileList[44] = mExecutablePath + "/" + "../media/gfx/player2_legs.png"; mFileList[45] = mExecutablePath + "/" + "../media/gfx/player2_head.png"; // Fuentes mFileList[27] = mExecutablePath + "/" + "../media/font/8bithud.png"; mFileList[46] = mExecutablePath + "/" + "../media/font/8bithud.txt"; mFileList[28] = mExecutablePath + "/" + "../media/font/nokia.png"; mFileList[54] = mExecutablePath + "/" + "../media/font/nokia_big2.png"; mFileList[52] = mExecutablePath + "/" + "../media/font/nokia.txt"; mFileList[56] = mExecutablePath + "/" + "../media/font/nokia2.png"; mFileList[57] = mExecutablePath + "/" + "../media/font/nokia2.txt"; mFileList[55] = mExecutablePath + "/" + "../media/font/nokia_big2.txt"; mFileList[29] = mExecutablePath + "/" + "../media/font/smb2_big.png"; mFileList[47] = mExecutablePath + "/" + "../media/font/smb2_big.txt"; mFileList[30] = mExecutablePath + "/" + "../media/font/smb2.png"; mFileList[48] = mExecutablePath + "/" + "../media/font/smb2.txt"; // Textos mFileList[49] = mExecutablePath + "/" + "../media/lang/es_ES.txt"; mFileList[50] = mExecutablePath + "/" + "../media/lang/en_UK.txt"; mFileList[51] = mExecutablePath + "/" + "../media/lang/ba_BA.txt"; // DATA mFileList[53] = mExecutablePath + "/" + "../data/gamecontrollerdb.txt"; */ } // Carga el fichero de configuración bool Director::loadConfigFile() { // Pone unos valores por defecto mOptions->fullScreenMode = 0; mOptions->windowSize = 3; mOptions->language = ba_BA; mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->input[0].deviceType = INPUT_USE_KEYBOARD; mOptions->input[1].deviceType = INPUT_USE_GAMECONTROLLER; mOptions->filter = FILTER_NEAREST; mOptions->vSync = true; mOptions->screenWidth = SCREEN_WIDTH; mOptions->screenHeight = SCREEN_HEIGHT; mOptions->integerScale = true; mOptions->keepAspect = true; // Indicador de éxito en la carga bool success = true; const std::string p = mAsset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == nullptr) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Crea el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { printf("New file (%s) created!\n", filename.c_str()); // Escribe los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); SDL_RWwrite(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1); SDL_RWwrite(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1); SDL_RWwrite(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1); SDL_RWwrite(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Carga los datos printf("Reading file %s\n", filename.c_str()); SDL_RWread(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWread(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWread(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); SDL_RWread(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1); SDL_RWread(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1); SDL_RWread(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1); SDL_RWread(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1); // Normaliza los valores if (!((mOptions->fullScreenMode == 0) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP))) mOptions->fullScreenMode = 0; if ((mOptions->windowSize < 1) || (mOptions->windowSize > 4)) mOptions->windowSize = 3; if ((mOptions->language < 0) || (mOptions->language > MAX_LANGUAGES)) mOptions->language = en_UK; // Cierra el fichero SDL_RWclose(file); } return success; } // Guarda el fichero de configuración bool Director::saveConfigFile() { bool success = true; const std::string p = mAsset->get("config.bin"); std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != nullptr) { // Guarda los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0].deviceType, sizeof(mOptions->input[0].deviceType), 1); SDL_RWwrite(file, &mOptions->input[1].deviceType, sizeof(mOptions->input[1].deviceType), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); SDL_RWwrite(file, &mOptions->screenWidth, sizeof(mOptions->screenWidth), 1); SDL_RWwrite(file, &mOptions->screenHeight, sizeof(mOptions->screenHeight), 1); SDL_RWwrite(file, &mOptions->integerScale, sizeof(mOptions->integerScale), 1); SDL_RWwrite(file, &mOptions->keepAspect, sizeof(mOptions->keepAspect), 1); printf("Writing file %s\n", filename.c_str()); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); } return success; } // Obtiene el valor de la variable Uint8 Director::getSubsection() { return mSection.subsection; } // Obtiene el valor de la variable Uint8 Director::getSection() { return mSection.name; } // Establece el valor de la variable void Director::setSection(section_t section) { mSection = section; } void Director::runLogo() { mLogo = new Logo(mRenderer, mScreen, mAsset); setSection(mLogo->run()); delete mLogo; } void Director::runIntro() { mIntro = new Intro(mRenderer, mScreen, mAsset, mLang); setSection(mIntro->run()); delete mIntro; } void Director::runTitle() { mTitle = new Title(mWindow, mRenderer, mScreen, mInput, mAsset, mOptions, mLang); setSection(mTitle->run(mSection.subsection)); delete mTitle; } void Director::runGame() { if (mSection.subsection == GAME_SECTION_PLAY_1P) { mGame = new Game(1, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions); } else if (mSection.subsection == GAME_SECTION_PLAY_2P) { mGame = new Game(2, 0, mRenderer, mScreen, mAsset, mLang, mInput, false, mOptions); } setSection(mGame->run()); delete mGame; } void Director::run() { // Bucle principal while (!(getSection() == PROG_SECTION_QUIT)) { switch (getSection()) { case PROG_SECTION_LOGO: runLogo(); break; case PROG_SECTION_INTRO: runIntro(); break; case PROG_SECTION_TITLE: runTitle(); break; case PROG_SECTION_GAME: runGame(); break; } } }